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Comparing libgender/view.C (file contents):
Revision 1.12 by root, Tue Oct 5 07:09:17 2004 UTC vs.
Revision 1.36 by root, Sat Oct 9 02:08:29 2004 UTC

1#include <cmath> 1#include <cmath>
2
3#include <GL/gl.h>
4#include <GL/glext.h>
2 5
3#include "oct.h" 6#include "oct.h"
4#include "view.h" 7#include "view.h"
5 8
6draw_context::draw_context (view &v) 9 static GLenum gl_error;
7: v(v), l(0), mode(LIGHTED) 10view::view ()
11: gamma(1.0)
8{ 12{
9} 13}
10 14
11draw_context::~draw_context () 15view::~view ()
12{ 16{
13} 17}
14 18
15void draw_context::transform (const matrix &m) 19bool view::may_draw (const entity *e)
16{
17 modelview = modelview * m;
18 matrix d = projection * modelview;
19
20 cgSetMatrixParameterfc (mv, (GLfloat *)&modelview);
21 cgSetMatrixParameterfc (mvp, (GLfloat *)&d);
22}
23
24bool draw_context::may_draw (entity_base *e)
25{ 20{
26 if (drawn.find (e) != drawn.end ()) 21 if (drawn.find (e) != drawn.end ())
27 return false; 22 return false;
28 23
29 drawn.insert (e); 24 drawn.insert (e);
30 return true; 25 return true;
31} 26}
32 27
33void view::draw (draw_context &ctx) 28void view::reset_projection ()
34{ 29{
35 // check occlusion queries here
36
37 ctx.generation++;
38
39 renormalize (orig, p); 30 renormalize (orig, p);
40 31
41 if (ctx.mode == draw_context::DEPTH) 32 glViewport (0, 0, w, h);
33
34 glMatrixMode (GL_PROJECTION);
35 glLoadIdentity ();
36
37 gl_error = glGetError ();
38 GLdouble aspect = (GLdouble)w/h;
39 GLdouble zNear = 1.;
40 GLdouble zFar = 500.;
41
42 gl_error = glGetError ();
43 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
44 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar);
45
46 gl_error = glGetError ();
47 d = normalize (d);//D
48 u = normalize (u);//D
49 vec3 rz = -d;
50 vec3 rx = cross (u, rz);
51 vec3 ry = cross (rz, rx);
52 gl_error = glGetError ();
53
54 matrix &m = projection;
55 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
56 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
57 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
58 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
59 gl_error = glGetError ();
60
61 glMultMatrixf ((GLfloat *)m.data);
62
63 gl_error = glGetError ();
64 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
65
66 gl_error = glGetError ();
67 frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) );
68 frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) );
69 frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) );
70 frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) );
71 frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) );
72 frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) );
73
74 gl_error = glGetError ();
75 glMatrixMode (GL_MODELVIEW);
76 glLoadIdentity ();
77 glTranslatef (-p.x, -p.y, -p.z);
78 gl_error = glGetError ();
79}
80
81void view::begin ()
82{
83 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
84 glDepthRange (0, 1. - (1. / pow (2., 16.)));
85
86 vismap.clear ();
87 vislist.clear ();
88
89 generation++;
90
91 reset_projection ();
92
93 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
94 ;
95
96 farlist.clear ();
97
98 // check occlusion queries here
99#if 0
100 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
101 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
102 occ_query_result ((*i)->occ_query);
103
104 checklist.clear ();
105#endif
106
107 world.detect_visibility (*this);
108}
109
110void view::end ()
111{
112 vismap.clear ();
113}
114
115void view::pass (enum mode m)
116{
117 mode = m;
118
119 glDisable (GL_ALPHA_TEST);
120 glDisable (GL_BLEND);
121
122 if (mode == view::DEPTH)
42 { 123 {
43 glEnable (GL_POLYGON_OFFSET_FILL); 124 glEnable (GL_POLYGON_OFFSET_FILL);
44 glPolygonOffset (0, 1); 125 glPolygonOffset (0, 1);
45 glDepthFunc (GL_LESS); 126 glDepthFunc (GL_LESS);
46 glDisable (GL_LIGHTING); 127 glDisable (GL_LIGHTING);
47 glColorMask (0, 0, 0, 0); 128 glColorMask (0, 0, 0, 0);
129 cgGLEnableProfile (vsh_profile);// z-fighting??
130 cgGLDisableProfile (fsh_profile);
48 } 131 }
49 else 132 else
50 { 133 {
134 glEnable (GL_MINMAX);
51 glDisable (GL_POLYGON_OFFSET_FILL); 135 glDisable (GL_POLYGON_OFFSET_FILL);
52 glDrawBuffer (GL_BACK);
53 glDepthFunc (GL_LEQUAL); 136 glDepthFunc (GL_LESS);
54 glEnable (GL_LIGHTING);
55 glDepthMask (0); 137 glDepthMask (0);
138 cgGLEnableProfile (vsh_profile);
139 cgGLEnableProfile (fsh_profile);
56 } 140 }
57 141
58 glViewport (0, 0, w, h); 142 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
143 (*i)->display (*this);
59 144
60 glMatrixMode (GL_PROJECTION); 145 drawn.clear ();
61 glLoadIdentity ();
62 146
63 GLdouble aspect = (GLdouble)w/h; 147 if (mode == view::DEPTH || 1)
64 GLdouble zNear = 0.1; 148 {
65 GLdouble zFar = 50.; 149 glEnable (GL_DEPTH_CLAMP_NV);
150 glDepthFunc (GL_LESS);
151 if (1) glDepthFunc (GL_LEQUAL);
152 glEnable (GL_COLOR_MATERIAL);
153 glDisable (GL_LIGHTING);
154 cgGLDisableProfile (vsh_profile);
155 cgGLDisableProfile (fsh_profile);
156 glShadeModel (GL_FLAT);
66 157
67 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0)); 158#if 0
68 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 159 static int count; count++;
160 if (farlist.size ())
161 printf ("%d: size %d\n", count, farlist.size ());
162#endif
69 163
70 d = normalize (d);//D 164 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
71 u = normalize (u);//D 165 {
72 vec3 rz = -d; 166 glColor3f (1,0,0);
73 vec3 rx = cross (u, rz); 167 (*i)->draw_bbox (*this);
74 vec3 ry = cross (rz, rx); 168 }
75 169
76 matrix &m = ctx.projection; 170 glEnable (GL_DEPTH_TEST);
77 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = -p.x; 171 glDisable (GL_DEPTH_CLAMP_NV);
78 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = -p.y; 172 glShadeModel (GL_SMOOTH);
79 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = -p.z; 173 }
80 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
81
82 glMultMatrixf ((GLfloat *)m.data);
83
84 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m);
85
86 ctx.frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) );
87 ctx.frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) );
88 ctx.frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) );
89 ctx.frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) );
90 ctx.frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) );
91 ctx.frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) );
92
93 ctx.modelview.identity ();
94
95 glMatrixMode (GL_MODELVIEW);//D
96 glLoadIdentity ();
97
98 world.draw (ctx);
99
100 ctx.drawn.clear ();
101 174
102 glColorMask (1, 1, 1, 0); 175 glColorMask (1, 1, 1, 0);
103 glDepthMask (1); 176 glDepthMask (1);
177
104} 178}
105 179
106 180

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